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    Hi i need a help. when i trying to start a Standalone game - its crash:
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    Comment



      Originally posted by mordentral View Post

      Yeah i cannot pre-compile binaries for mac, you will have to follow any random project compilation tutorial for mac with the plugin in the project folder and it should generate them for you.
      can you help me?

      Comment


        I get an error message when I try to start version 4.24 with advanced sessions:

        Hi, I have a question, I have added the Advanced Session Plugin to my project. However, there is always an error message when I want to launch or package the game, which I can not explain ...

        If I start the game as a stand-alone game, everything works fine ...

        I am using version 4.24



        LogPlayLevel: [2020.04.07-19.26.18:454][ 0]LogInit: Display: Starting Game.
        LogPlayLevel: [2020.04.07-19.26.18:466][ 0]LogAudioMixer: Display: No commands were queued while flushing the source manager.
        LogPlayLevel: Error: [2020.04.07-19.26.18:483][ 0]LogStreaming: Error: Couldn't find file for package /Script/AdvancedSessions requested by async loading code. NameToLoad: /Script/AdvancedSessions
        LogPlayLevel: Error: [2020.04.07-19.26.18:483][ 0]LogStreaming: Error: Found 1 dependent packages...
        LogPlayLevel: Error: [2020.04.07-19.26.18:483][ 0]LogStreaming: Error: /Game/ThirdPersonBP/MainMenu/MainMenuButtoms
        LogPlayLevel: Error: [2020.04.07-19.26.18:491][ 0]LogProperty: Error: Struct type unknown for property 'StructProperty /Game/ThirdPersonBP/MainMenu/MainMenuButtoms.MainMenuButtoms_C:ExecuteUbergraph_MainMenuButtoms.Temp_struct_Variable.Temp_struct_Variable'; perhaps the USTRUCT() was renamed or deleted?
        LogPlayLevel: Error: [2020.04.07-19.26.18:491][ 0]LogProperty: Error: Struct type unknown for property 'StructProperty /Game/ThirdPersonBP/MainMenu/MainMenuButtoms.MainMenuButtoms_C:ExecuteUbergraph_MainMenuButtoms.Temp_struct_Variable_2.Temp_struct_Variable_2'; perhaps the USTRUCT() was renamed or deleted?
        LogPlayLevel: [2020.04.07-19.26.18:596][ 0]LogUMG: Display: Widget Class MainMenuButtoms_C - Loaded Fast Template.
        LogPlayLevel: Error: [2020.04.07-19.26.22:056][ 0]LogWindows: Error: begin: stack for UAT
        LogPlayLevel: Error: [2020.04.07-19.26.22:056][ 0]LogWindows: Error: === Critical error: ===
        LogPlayLevel: Error: [2020.04.07-19.26.22:056][ 0]LogWindows: Error:
        LogPlayLevel: Error: [2020.04.07-19.26.22:056][ 0]LogWindows: Error: Fatal error!
        LogPlayLevel: Error: [2020.04.07-19.26.22:056][ 0]LogWindows: Error:
        LogPlayLevel: Error: [2020.04.07-19.26.22:056][ 0]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000020
        LogPlayLevel: Error: [2020.04.07-19.26.22:056][ 0]LogWindows: Error:
        LogPlayLevel: Error: [2020.04.07-19.26.22:056][ 0]LogWindows: Error: [Callstack] 0x00007ff7f77866e0 UE4Game.exe!UObject::execCallMathFunction() []
        LogPlayLevel: Error: [2020.04.07-19.26.22:056][ 0]LogWindows: Error: [Callstack] 0x00007ff7f7788b34 UE4Game.exe!UObject::execLetBool() []
        LogPlayLevel: Error: [2020.04.07-19.26.22:056][ 0]LogWindows: Error: [Callstack] 0x00007ff7f7765482 UE4Game.exe!ProcessLocalScriptFunction() []
        LogPlayLevel: Error: [2020.04.07-19.26.22:057][ 0]LogWindows: Error: [Callstack] 0x00007ff7f7764d01 UE4Game.exe!UObject::ProcessInternal() []
        LogPlayLevel: Error: [2020.04.07-19.26.22:057][ 0]LogWindows: Error: [Callstack] 0x00007ff7f755d6e9 UE4Game.exe!UFunction::Invoke() []
        LogPlayLevel: Error: [2020.04.07-19.26.22:057][ 0]LogWindows: Error: [Callstack] 0x00007ff7f7764827 UE4Game.exe!UObject::ProcessEvent() []
        LogPlayLevel: Error: [2020.04.07-19.26.22:057][ 0]LogWindows: Error: [Callstack] 0x00007ff7f9124f4a UE4Game.exe!PropertyPathHelpersInternal::FCallGetterFunctionHelper<FText,UObject>::CallGetterFunction() []
        LogPlayLevel: Error: [2020.04.07-19.26.22:057][ 0]LogWindows: Error: [Callstack] 0x00007ff7f90ef20c UE4Game.exe!PropertyPathHelpersInternal::GetValue<FText,UObject>() []
        LogPlayLevel: Error: [2020.04.07-19.26.22:057][ 0]LogWindows: Error: [Callstack] 0x00007ff7f908e36f UE4Game.exe!UObjectBaseUtility::IsA<USoftObjectProperty>() []
        LogPlayLevel: Error: [2020.04.07-19.26.22:057][ 0]LogWindows: Error: [Callstack] 0x00007ff7f9091d00 UE4Game.exe!PropertyPathHelpersInternal::ResolvePropertyPath() []
        LogPlayLevel: Error: [2020.04.07-19.26.22:057][ 0]LogWindows: Error: [Callstack] 0x00007ff7f9150d49 UE4Game.exe!UTextBinding::GetTextValue() []
        LogPlayLevel: Error: [2020.04.07-19.26.22:057][ 0]LogWindows: Error: [Callstack] 0x00007ff7f91e0b38 UE4Game.exe!UTextBinding::execGetTextValue() []
        LogPlayLevel: Error: [2020.04.07-19.26.22:057][ 0]LogWindows: Error: [Callstack] 0x00007ff7f755d6e9 UE4Game.exe!UFunction::Invoke() []
        LogPlayLevel: Error: [2020.04.07-19.26.22:057][ 0]LogWindows: Error: [Callstack] 0x00007ff7f7764827 UE4Game.exe!UObject::ProcessEvent() []
        LogPlayLevel: Error: [2020.04.07-19.26.22:057][ 0]LogWindows: Error: [Callstack] 0x00007ff7f913c87e UE4Game.exe!?Execute@?$TBaseUFunctionDelegateInstance@VUObject@@$$A6A?AVFText@@XZ$$V@@UEBA?AVFText@@XZ() []
        LogPlayLevel: Error: [2020.04.07-19.26.22:057][ 0]LogWindows: Error: [Callstack] 0x00007ff7f77ec0ec UE4Game.exe!TAttribute<FText>::Get() []
        LogPlayLevel: Error: [2020.04.07-19.26.22:057][ 0]LogWindows: Error: [Callstack] 0x00007ff7f7b90a21 UE4Game.exe!FSlateTextBlockLayout::ComputeDesiredSize() []
        LogPlayLevel: Error: [2020.04.07-19.26.22:057][ 0]LogWindows: Error: [Callstack] 0x00007ff7f7b91613 UE4Game.exe!STextBlock::ComputeDesiredSize() []
        LogPlayLevel: Error: [2020.04.07-19.26.22:057][ 0]LogWindows: Error: [Callstack] 0x00007ff7f78a3f81 UE4Game.exe!SWidget::CacheDesiredSize() []
        LogPlayLevel: Error: [2020.04.07-19.26.22:057][ 0]LogWindows: Error: [Callstack] 0x00007ff7f7919c2c UE4Game.exe!SWidget::Prepass_Internal() []
        LogPlayLevel: Error: [2020.04.07-19.26.22:057][ 0]LogWindows: Error: [Callstack] 0x00007ff7f7919b82 UE4Game.exe!SWidget::Prepass_Internal() []
        LogPlayLevel: Error: [2020.04.07-19.26.22:057][ 0]LogWindows: Error: [Callstack] 0x00007ff7f7919b82 UE4Game.exe!SWidget::Prepass_Internal() []
        LogPlayLevel: Error: [2020.04.07-19.26.22:057][ 0]LogWindows: Error: [Callstack] 0x00007ff7f7919b82 UE4Game.exe!SWidget::Prepass_Internal() []
        LogPlayLevel: Error: [2020.04.07-19.26.22:058][ 0]LogWindows: Error: [Callstack] 0x00007ff7f7919b82 UE4Game.exe!SWidget::Prepass_Internal() []
        LogPlayLevel: Error: [2020.04.07-19.26.22:058][ 0]LogWindows: Error: [Callstack] 0x00007ff7f7919b82 UE4Game.exe!SWidget::Prepass_Internal() []
        LogPlayLevel: Error: [2020.04.07-19.26.22:058][ 0]LogWindows: Error: [Callstack] 0x00007ff7f7919b82 UE4Game.exe!SWidget::Prepass_Internal() []
        LogPlayLevel: Error: [2020.04.07-19.26.22:058][ 0]LogWindows: Error: [Callstack] 0x00007ff7f7919b82 UE4Game.exe!SWidget::Prepass_Internal() []
        LogPlayLevel: Error: [2020.04.07-19.26.22:058][ 0]LogWindows: Error: [Callstack] 0x00007ff7f7919b82 UE4Game.exe!SWidget::Prepass_Internal() []
        LogPlayLevel: Error: [2020.04.07-19.26.22:058][ 0]LogWindows: Error: [Callstack] 0x00007ff7f7919b82 UE4Game.exe!SWidget::Prepass_Internal() []
        LogPlayLevel: Error: [2020.04.07-19.26.22:058][ 0]LogWindows: Error: [Callstack] 0x00007ff7f7919b82 UE4Game.exe!SWidget::Prepass_Internal() []
        LogPlayLevel: Error: [2020.04.07-19.26.22:058][ 0]LogWindows: Error: [Callstack] 0x00007ff7f7919b82 UE4Game.exe!SWidget::Prepass_Internal() []
        LogPlayLevel: Error: [2020.04.07-19.26.22:058][ 0]LogWindows: Error: [Callstack] 0x00007ff7f7919b82 UE4Game.exe!SWidget::Prepass_Internal() []
        LogPlayLevel: Error: [2020.04.07-19.26.22:058][ 0]LogWindows: Error: [Callstack] 0x00007ff7f7919b82 UE4Game.exe!SWidget::Prepass_Internal() []
        LogPlayLevel: Error: [2020.04.07-19.26.22:058][ 0]LogWindows: Error: [Callstack] 0x00007ff7f7919b82 UE4Game.exe!SWidget::Prepass_Internal() []
        LogPlayLevel: Error: [2020.04.07-19.26.22:058][ 0]LogWindows: Error: [Callstack] 0x00007ff7f7924f4e UE4Game.exe!SWidget::SlatePrepass() []
        LogPlayLevel: Error: [2020.04.07-19.26.22:058][ 0]LogWindows: Error: [Callstack] 0x00007ff7f9a48435 UE4Game.exe!UGameEngine::SwitchGameWindowToUseGameViewport() []
        LogPlayLevel: Error: [2020.04.07-19.26.22:058][ 0]LogWindows: Error: [Callstack] 0x00007ff7f94fde3b UE4Game.exe!FDefaultGameMoviePlayer::WaitForMovieToFinish() []
        LogPlayLevel: Error: [2020.04.07-19.26.22:058][ 0]LogWindows: Error: [Callstack] 0x00007ff7f6a4c3d0 UE4Game.exe!FEngineLoop::Init() []
        LogPlayLevel: Error: [2020.04.07-19.26.22:058][ 0]LogWindows: Error: [Callstack] 0x00007ff7f6a62aef UE4Game.exe!GuardedMain() []
        LogPlayLevel: Error: [2020.04.07-19.26.22:058][ 0]LogWindows: Error: [Callstack] 0x00007ff7f6a62d0a UE4Game.exe!GuardedMainWrapper() []
        LogPlayLevel: Error: [2020.04.07-19.26.22:058][ 0]LogWindows: Error: [Callstack] 0x00007ff7f6a7313f UE4Game.exe!WinMain() []
        LogPlayLevel: Error: [2020.04.07-19.26.22:059][ 0]LogWindows: Error: [Callstack] 0x00007ff7fb2b8c72 UE4Game.exe!__scrt_common_main_seh() []
        LogPlayLevel: Error: [2020.04.07-19.26.22:059][ 0]LogWindows: Error: [Callstack] 0x00007ffbb80b7bd4 KERNEL32.DLL!UnknownFunction []
        LogPlayLevel: Error: [2020.04.07-19.26.22:059][ 0]LogWindows: Error: [Callstack] 0x00007ffbb9eaced1 ntdll.dll!UnknownFunction []
        LogPlayLevel: Error: [2020.04.07-19.26.22:059][ 0]LogWindows: Error:
        LogPlayLevel: Error: [2020.04.07-19.26.22:059][ 0]LogWindows: Error: end: stack for UAT
        LogPlayLevel: Error: ERROR: Client exited with error code: 3
        LogPlayLevel: (see C:\Users\yangh\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+fortnite+UE_4.24\Log.txt for full exception trace)
        LogPlayLevel: AutomationTool exiting with ExitCode=1 (Error_Unknown)
        LogPlayLevel: Completed Launch On Stage: Run Task, Time: 7.513637
        LogPlayLevel: BUILD FAILED
        PackagingResults: Error: Launch failed! Unknown Error
        LogTemp: Repeating last play command: Standalone Game
        LogUObjectHash: Compacting FUObjectHashTables data took 5.39ms

        Comment


          @mordentral

          I forgot to ask, since you already created advance session plugin, you must know the source code behind it, so creating an advance session in UE4 for steam, will it create a session or a lobby on the steam platform? Since in Uworks there is a create session and create a lobby, unlike advance session plugin which we only have create session node.

          At the same time, sorry for asking this noob question but I don't know where to ask this, in steampartner we have 2 ways on how to create a lobby, one with steamwork API, and another with steamwork web API, what is the difference?

          Thanks
          Last edited by mhnoni; 04-07-2020, 05:08 PM.

          Comment


            Originally posted by mhnoni View Post
            @mordentral

            I forgot to ask, since you already created advance session plugin, you must know the source code behind it, so creating an advance session in UE4 for steam, will it create a session or a lobby on the steam platform? Since in Uworks there is a create session and create a lobby, unlike advance session plugin which we only have create session node.

            At the same time, sorry for asking this noob question but I don't know where to ask this, in steampartner we have 2 ways on how to create a lobby, one with steamwork API, and another with steamwork web API, what is the difference?

            Thanks
            Epic uses steam lobbies to run their sessions on steam subsystem, Session is epics term for their generic front end cross platforms.

            Don't think the webapi supports creating steam lobbies though.


            Consider supporting me on patreon

            My Open source tools and plugins
            Advanced Sessions Plugin
            VR Expansion Plugin

            Comment


              Originally posted by mordentral View Post

              Epic uses steam lobbies to run their sessions on steam subsystem, Session is epics term for their generic front end cross platforms.

              Don't think the webapi supports creating steam lobbies though.
              Please, any help?

              Comment


                Originally posted by Ex-Noob View Post
                I get an error message when I try to start version 4.24 with advanced sessions:

                Hi, I have a question, I have added the Advanced Session Plugin to my project. However, there is always an error message when I want to launch or package the game, which I can not explain ...

                If I start the game as a stand-alone game, everything works fine ...

                I am using version 4.24

                [I]LogPlayLevel: [2020.04.07-19.26.18:454][ 0]LogInit: Display: Starting Game.
                LogPlayLevel: [2020.04.07-19.26.18:466][ 0]LogAudioMixer: Display: No commands were queued while flushing the source manager.
                LogPlayLevel: Error: [2020.04.07-19.26.18:483][ 0]LogStreaming: Error: Couldn't find file for package /Script/AdvancedSessions requested by async loading code. NameToLoad: /Script/AdvancedSessions
                Its saying that it cannot find the plugin? If it is a c++ project have you added the module to dependancies?



                Consider supporting me on patreon

                My Open source tools and plugins
                Advanced Sessions Plugin
                VR Expansion Plugin

                Comment


                  Originally posted by Pangsuper View Post

                  Please, any help?
                  I already told you that I cannot compile a copy for Mac.


                  Consider supporting me on patreon

                  My Open source tools and plugins
                  Advanced Sessions Plugin
                  VR Expansion Plugin

                  Comment


                    Originally posted by mordentral View Post

                    Yeah i cannot pre-compile binaries for mac, you will have to follow any random project compilation tutorial for mac with the plugin in the project folder and it should generate them for you.
                    Thanks for the reply. I will try to build it on the Mac and report back with results. I had no idea it was that straightforward.

                    In the meantime I've moved everything away from Steam Sessions to connecting over static IP using ZeroTier to create a virtual network. So far it's working well except for cross-platform VOIP (would love to hear from anyone who has succeeded at that).

                    Comment


                      Is there a way to be able to have a in-game choice between the SteamSubSystem and LAN? I can get each to work separately using a checkbox but I have to edit the DefaultEngine.ini Can this be done in code? Am I missing something that I am forced to choose what subsystem I want to use in the DefaultEngine.ini?

                      Thanks

                      Comment


                        Hey so how can I get the sessions I make to be visible online? Right now they're only visible to users on the same network even with LAN set to false.
                        Also when I try to build with the Steam online subsystem, the overlay appears to work fine when I run standalone from editor, but not in a packaged build.
                        Last edited by zlsinger; 04-10-2020, 04:14 PM.

                        Comment


                          Originally posted by zlsinger View Post
                          Hey so how can I get the sessions I make to be visible online? Right now they're only visible to users on the same network even with LAN set to false.
                          Also when I try to build with the Steam online subsystem, the overlay appears to work fine when I run standalone from editor, but not in a packaged build.
                          You need to define your app id in a packaged game, in older engine versions you will need to ship an app_id.txt with the packaged project that contains it, in newer ones (4.22 + if i remember) you can set it in the build.cs.

                          The reason you cant see normal sessions across the internet is because they don't have a provisioning server to poll for them.


                          Consider supporting me on patreon

                          My Open source tools and plugins
                          Advanced Sessions Plugin
                          VR Expansion Plugin

                          Comment


                            Originally posted by mordentral View Post

                            You need to define your app id in a packaged game, in older engine versions you will need to ship an app_id.txt with the packaged project that contains it, in newer ones (4.22 + if i remember) you can set it in the build.cs.

                            The reason you cant see normal sessions across the internet is because they don't have a provisioning server to poll for them.
                            Oh so that app id goes in the build.cs file now? I've read on other forums I need to include it in a Steam_appid.txt file in the directory of the game's exe file. Where in the build.cs file does it go? (I'm using version 4.24)

                            Also I was under the impression that Steam's online subsystem would allow me to have my game's sessions visible. I tried packaging with the advanced sessions and steam online subsystem plugins enabled, and made sure to include all stuff I need to in the DefaultEngine.ini detailed here: https://docs.unrealengine.com/en-US/...eam/index.html
                            Is it possible that page is out of date and the info is wrong?
                            Or will this all just not work if I don't have an actual Steam page for my game and have been using their test app ID? (480)
                            Last edited by zlsinger; 04-10-2020, 10:30 PM.

                            Comment


                              Originally posted by zlsinger View Post

                              Oh so that app id goes in the build.cs file now? I've read on other forums I need to include it in a Steam_appid.txt file in the directory of the game's exe file. Where in the build.cs file does it go? (I'm using version 4.24)

                              Also I was under the impression that Steam's online subsystem would allow me to have my game's sessions visible. I tried packaging with the advanced sessions and steam online subsystem plugins enabled, and made sure to include all stuff I need to in the DefaultEngine.ini detailed here: https://docs.unrealengine.com/en-US/...eam/index.html
                              Is it possible that page is out of date and the info is wrong?
                              Or will this all just not work if I don't have an actual Steam page for my game and have been using their test app ID? (480)
                              If the overlay isn't loading then the steam subsystem isn't actually loading up for you to see the servers,

                              As for the id, it should be the target.cs (sorry didn't mean build) and it would be the "UE4_PROJECT_STEAMSHIPPINGID" key.


                              Consider supporting me on patreon

                              My Open source tools and plugins
                              Advanced Sessions Plugin
                              VR Expansion Plugin

                              Comment


                                Originally posted by mordentral View Post

                                If the overlay isn't loading then the steam subsystem isn't actually loading up for you to see the servers,

                                As for the id, it should be the target.cs (sorry didn't mean build) and it would be the "UE4_PROJECT_STEAMSHIPPINGID" key.
                                Ok so I did that by adding "GlobalDefinitions.Add("UE4_PROJECT_STEAMSHIPPINGID=480");" to my Target.cs file but now when I build it fails and gives me an error that says: "<Project Name> modifies the value of GlobalDefinitions. This is not allowed, as <Project Name> has build products in common with UE4Game."
                                I'm not sure what that means. What's the proper way to add this key?

                                Comment

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